From c782a336ea86cd5d5c7f57943771559a7e361777 Mon Sep 17 00:00:00 2001 From: deskull Date: Wed, 6 Nov 2019 01:23:34 +0900 Subject: [PATCH] =?utf8?q?[Fix]=20#39525=20=E3=82=B3=E3=83=A1=E3=83=B3?= =?utf8?q?=E3=83=88=E7=BD=AE=E6=8F=9B=E3=83=9F=E3=82=B9=E4=BF=AE=E6=AD=A3.?= =?utf8?q?=20/=20Fix=20comment=20replacing=20error.?= MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit --- src/birth.c | 4 ++-- src/chest.c | 2 +- src/cmd/cmd-activate.c | 2 +- src/cmd/cmd-basic.c | 8 ++++---- src/cmd/cmd-gameoption.c | 2 +- src/cmd/cmd-item.c | 2 +- src/cmd/cmd-read.c | 2 +- src/cmd/cmd-spell.c | 2 +- src/combat/melee1.c | 2 +- src/combat/shoot.c | 4 ++-- src/core.c | 10 +++++----- src/creature.c | 6 +++--- src/files.c | 6 +++--- src/floor-generate.c | 2 +- src/floor-save.c | 12 ++++++------ src/floor.c | 2 +- src/h-config.h | 2 +- src/load.c | 2 +- src/monster-process.c | 6 +++--- src/object1.c | 2 +- src/player-damage.h | 2 +- src/player-move.c | 8 ++++---- src/player-status.c | 4 ++-- src/player-status.h | 2 +- src/realm-song.c | 2 +- src/rooms.c | 2 +- src/save.c | 4 ++-- src/scores.c | 4 ++-- src/spells-floor.c | 4 ++-- src/spells1.c | 6 +++--- src/store.h | 4 ++-- src/trap.c | 2 +- src/wizard2.c | 4 ++-- src/world.h | 2 +- 34 files changed, 65 insertions(+), 65 deletions(-) diff --git a/src/birth.c b/src/birth.c index 1de46abb2..604b12894 100644 --- a/src/birth.c +++ b/src/birth.c @@ -1925,7 +1925,7 @@ static void init_dungeon_quests(player_type *creature_ptr) } /*! - * @brief ゲームターンを初期化する / Reset current_world_ptr->game_turn + * @brief ゲームターンを初期化する / Reset turn * @details アンデッド系種族は開始時刻を夜からにする。 * @return なし */ @@ -4157,7 +4157,7 @@ static bool player_birth_aux(player_type *creature_ptr) #endif /* ALLOW_AUTOROLLER */ clear_from(10); - /* Reset current_world_ptr->game_turn; before auto-roll and after choosing race */ + /* Reset turn; before auto-roll and after choosing race */ init_turn(creature_ptr); /*** Generate ***/ diff --git a/src/chest.c b/src/chest.c index 8e37eccb7..09579d3be 100644 --- a/src/chest.c +++ b/src/chest.c @@ -28,7 +28,7 @@ * Small chests often contain "gold", while Large chests always contain * items. Wooden chests contain 2 items, Iron chests contain 4 items, * and Steel chests contain 6 items. The "value" of the items in a -* chest is based on the "power" of the chest, which is in current_world_ptr->game_turn based +* chest is based on the "power" of the chest, which is in turn based * on the level on which the chest is generated. * */ diff --git a/src/cmd/cmd-activate.c b/src/cmd/cmd-activate.c index c563b1a23..64dbce2b2 100644 --- a/src/cmd/cmd-activate.c +++ b/src/cmd/cmd-activate.c @@ -344,7 +344,7 @@ const activation_type activation_info[] = *
  * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
  * But one could, for example, easily make an activatable "Ring of Plasma".
- * Note that it always takes a current_world_ptr->game_turn to activate an artifact, even if
+ * Note that it always takes a turn to activate an artifact, even if
  * the user hits "escape" at the "direction" prompt.
  * 
*/ diff --git a/src/cmd/cmd-basic.c b/src/cmd/cmd-basic.c index e1be11d7f..baa2e7830 100644 --- a/src/cmd/cmd-basic.c +++ b/src/cmd/cmd-basic.c @@ -488,7 +488,7 @@ void do_cmd_go_down(player_type *creature_ptr) /*! - * @brief 探索コマンドのメインルーチン / Simple command to "search" for one current_world_ptr->game_turn + * @brief 探索コマンドのメインルーチン / Simple command to "search" for one turn * @return なし */ void do_cmd_search(player_type * creature_ptr) @@ -1203,7 +1203,7 @@ static bool exe_tunnel(player_type *creature_ptr, POSITION y, POSITION x) * @details *
  * Note that you must tunnel in order to hit invisible monsters
- * in walls, though moving into walls still takes a current_world_ptr->game_turn anyway.
+ * in walls, though moving into walls still takes a turn anyway.
  *
  * Digging is very difficult without a "digger" weapon, but can be
  * accomplished by strong players using heavy weapons.
@@ -1822,7 +1822,7 @@ void do_cmd_bash(player_type *creature_ptr)
  *
  * Consider confusion 
  *
- * This command must always take a current_world_ptr->game_turn, to prevent free detection
+ * This command must always take a turn, to prevent free detection
  * of invisible monsters.
  * 
*/ @@ -2208,7 +2208,7 @@ void do_cmd_rest(player_type *creature_ptr) if (creature_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(creature_ptr, FALSE); - /* Take a current_world_ptr->game_turn (?) */ + /* Take a turn (?) */ take_turn(creature_ptr, 100); /* The sin of sloth */ diff --git a/src/cmd/cmd-gameoption.c b/src/cmd/cmd-gameoption.c index 9b10cf605..0400b924f 100644 --- a/src/cmd/cmd-gameoption.c +++ b/src/cmd/cmd-gameoption.c @@ -180,7 +180,7 @@ bool cheat_know; /* Know complete monster info */ bool cheat_live; /* Allow player to avoid death */ bool cheat_save; /* Ask for saving death */ bool cheat_diary_output; /* Detailed info to diary */ -bool cheat_turn; /* Peek current_world_ptr->game_turn */ +bool cheat_turn; /* Peek turn */ bool cheat_sight; diff --git a/src/cmd/cmd-item.c b/src/cmd/cmd-item.c index bde57d495..2311e92ae 100644 --- a/src/cmd/cmd-item.c +++ b/src/cmd/cmd-item.c @@ -417,7 +417,7 @@ void do_cmd_wield(player_type *creature_ptr) o_ptr->ident |= (IDENT_SENSE); } - /* The Stone Mask make the player current_world_ptr->game_turn into a vampire! */ + /* The Stone Mask make the player turn into a vampire! */ if ((o_ptr->name1 == ART_STONEMASK) && (creature_ptr->prace != RACE_VAMPIRE) && (creature_ptr->prace != RACE_ANDROID)) { /* Turn into a vampire */ diff --git a/src/cmd/cmd-read.c b/src/cmd/cmd-read.c index c7f682ea5..35fd7c67b 100644 --- a/src/cmd/cmd-read.c +++ b/src/cmd/cmd-read.c @@ -44,7 +44,7 @@ *
  * Certain scrolls can be "aborted" without losing the scroll.  These
  * include scrolls with no effects but recharge or identify, which are
- * cancelled before use.  XXX Reading them still takes a current_world_ptr->game_turn, though.
+ * cancelled before use.  XXX Reading them still takes a turn, though.
  * 
*/ void exe_read(player_type *creature_ptr, INVENTORY_IDX item, bool known) diff --git a/src/cmd/cmd-spell.c b/src/cmd/cmd-spell.c index d6378721e..d99e09882 100644 --- a/src/cmd/cmd-spell.c +++ b/src/cmd/cmd-spell.c @@ -1262,7 +1262,7 @@ void do_cmd_cast(player_type *caster_ptr) /* Process spell */ else { - /* Canceled spells cost neither a current_world_ptr->game_turn nor mana */ + /* Canceled spells cost neither a turn nor mana */ if (!exe_spell(caster_ptr, realm, spell, SPELL_CAST)) return; if (randint1(100) < chance) diff --git a/src/combat/melee1.c b/src/combat/melee1.c index 68af2ad8b..d1c18ba6e 100644 --- a/src/combat/melee1.c +++ b/src/combat/melee1.c @@ -427,7 +427,7 @@ const byte adj_dex_blow[] = * @brief * 腕力、器用さに応じた攻撃回数テーブル / * This table is used to help calculate the number of blows the player can - * make in a single round of attacks (one player current_world_ptr->game_turn) with a normal weapon. + * make in a single round of attacks (one player turn) with a normal weapon. * @details *
  * This number ranges from a single blow/round for weak players to up to six
diff --git a/src/combat/shoot.c b/src/combat/shoot.c
index 772ed53c6..14729b822 100644
--- a/src/combat/shoot.c
+++ b/src/combat/shoot.c
@@ -476,11 +476,11 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
 	}
 
 
-	/* Take a (partial) current_world_ptr->game_turn */
+	/* Take a (partial) turn */
 	shooter_ptr->energy_use = (shooter_ptr->energy_use / thits);
 	shooter_ptr->is_fired = TRUE;
 
-	/* Sniper - Difficult to shot twice at 1 current_world_ptr->game_turn */
+	/* Sniper - Difficult to shot twice at 1 turn */
 	if (snipe_type == SP_DOUBLE)  shooter_ptr->concent = (shooter_ptr->concent + 1) / 2;
 
 	/* Sniper - Repeat shooting when double shots */
diff --git a/src/core.c b/src/core.c
index 3fa053203..f350a04a7 100644
--- a/src/core.c
+++ b/src/core.c
@@ -2861,7 +2861,7 @@ static void process_world_aux_recharge(player_type *creature_ptr)
 	/*
 	 * Recharge rods.  Rods now use timeout to control charging status,
 	 * and each charging rod in a stack decreases the stack's timeout by
-	 * one per current_world_ptr->game_turn. -LM-
+	 * one per turn. -LM-
 	 */
 	for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
 	{
@@ -4350,7 +4350,7 @@ static void process_upkeep_with_speed(void)
 		p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
 	}
 	
-	/* No current_world_ptr->game_turn yet */
+	/* No turn yet */
 	if (p_ptr->enchant_energy_need > 0) return;
 	
 	while (p_ptr->enchant_energy_need <= 0)
@@ -4447,7 +4447,7 @@ static void process_player(player_type *creature_ptr)
 		creature_ptr->energy_need -= SPEED_TO_ENERGY(creature_ptr->pspeed);
 	}
 
-	/* No current_world_ptr->game_turn yet */
+	/* No turn yet */
 	if (creature_ptr->energy_need > 0) return;
 	if (!command_rep) prt_time();
 
@@ -4639,7 +4639,7 @@ static void process_player(player_type *creature_ptr)
 		/* Hack -- cancel "lurking browse mode" */
 		if (!command_new) command_see = FALSE;
 
-		/* Assume free current_world_ptr->game_turn */
+		/* Assume free turn */
 		free_turn(creature_ptr);
 
 		if (creature_ptr->phase_out)
@@ -5278,7 +5278,7 @@ void play_game(bool new_game)
 		}
 	}
 
-	/* Hack -- current_world_ptr->game_turn off the cursor */
+	/* Hack -- turn off the cursor */
 	(void)Term_set_cursor(0);
 
 
diff --git a/src/creature.c b/src/creature.c
index 64e7d6450..367ab97cc 100644
--- a/src/creature.c
+++ b/src/creature.c
@@ -12,11 +12,11 @@
  * Note that the table has been changed at high speeds.  From
  * "Slow (-40)" to "Fast (+30)" is pretty much unchanged, but
  * at speeds above "Fast (+30)", one approaches an asymptotic
- * effective limit of 50 energy per current_world_ptr->game_turn.  This means that it
+ * effective limit of 50 energy per turn.  This means that it
  * is relatively easy to reach "Fast (+30)" and get about 40
- * energy per current_world_ptr->game_turn, but then speed becomes very "expensive",
+ * energy per turn, but then speed becomes very "expensive",
  * and you must get all the way to "Fast (+50)" to reach the
- * point of getting 45 energy per current_world_ptr->game_turn.  After that point,
+ * point of getting 45 energy per turn.  After that point,
  * furthur increases in speed are more or less pointless,
  * except to balance out heavy p_ptr->inventory_list.
  *
diff --git a/src/files.c b/src/files.c
index 7f64a7cc4..37a6427d9 100644
--- a/src/files.c
+++ b/src/files.c
@@ -631,8 +631,8 @@ errr process_pref_file_command(char *buf)
 			}
 			break;
 
-		/* Process "X:" -- current_world_ptr->game_turn option off */
-		/* Process "Y:" -- current_world_ptr->game_turn option on */
+		/* Process "X:" -- turn option off */
+		/* Process "Y:" -- turn option on */
 		case 'X':
 		case 'Y':
 			for (i = 0; option_info[i].o_desc; i++)
@@ -6515,7 +6515,7 @@ void exit_game_panic(void)
 	/* Clear the top line */
 	prt("", 0, 0);
 
-	/* Hack -- current_world_ptr->game_turn off some things */
+	/* Hack -- turn off some things */
 	disturb(p_ptr, TRUE, TRUE);
 
 	/* Mega-Hack -- Delay death */
diff --git a/src/floor-generate.c b/src/floor-generate.c
index 1415734e8..d4b4c0bc6 100644
--- a/src/floor-generate.c
+++ b/src/floor-generate.c
@@ -685,7 +685,7 @@ static bool cave_gen(floor_type *floor_ptr)
 		int tunnel_fail_count = 0;
 
 		/*
-		 * Build each type of room in current_world_ptr->game_turn until we cannot build any more.
+		 * Build each type of room in turn until we cannot build any more.
 		 */
 		if (!generate_rooms(floor_ptr)) return FALSE;
 
diff --git a/src/floor-save.c b/src/floor-save.c
index cab7a3776..fe3c2fd3f 100644
--- a/src/floor-save.c
+++ b/src/floor-save.c
@@ -1066,7 +1066,7 @@ void leave_floor(player_type *creature_ptr)
 		/* Get out of the my way! */
 		get_out_monster(p_ptr->current_floor_ptr, creature_ptr);
 
-		/* Record the last visit current_world_ptr->game_turn of current floor */
+		/* Record the last visit turn of current floor */
 		sf_ptr->last_visit = current_world_ptr->game_turn;
 
 		forget_lite(p_ptr->current_floor_ptr);
@@ -1312,10 +1312,10 @@ void change_floor(player_type *creature_ptr)
 				generate_floor(creature_ptr->current_floor_ptr);
 			}
 
-			/* Record last visit current_world_ptr->game_turn */
+			/* Record last visit turn */
 			sf_ptr->last_visit = current_world_ptr->game_turn;
 
-			/* Set correct creature_ptr->current_floor_ptr->dun_level value */
+			/* Set correct dun_level value */
 			sf_ptr->dun_level = creature_ptr->current_floor_ptr->dun_level;
 
 			/* Create connected stairs */
@@ -1368,9 +1368,9 @@ void change_floor(player_type *creature_ptr)
 		/*
 		 * Update visit mark
 		 *
-		 * The "current_world_ptr->game_turn" is not always different number because
-		 * the level teleport doesn't take any current_world_ptr->game_turn.  Use
-		 * visit mark instead of last visit current_world_ptr->game_turn to find the
+		 * The "turn" is not always different number because
+		 * the level teleport doesn't take any turn.  Use
+		 * visit mark instead of last visit turn to find the
 		 * oldest saved floor.
 		 */
 		sf_ptr->visit_mark = latest_visit_mark++;
diff --git a/src/floor.c b/src/floor.c
index e8913eb71..5598ccaea 100644
--- a/src/floor.c
+++ b/src/floor.c
@@ -97,7 +97,7 @@ static int scent_when = 0;
  * current position, and monsters can use it to home in the character,
  * but not to run away from him.
  *
- * Smell is valued according to age.  When a character takes his current_world_ptr->game_turn,
+ * Smell is valued according to age.  When a character takes his turn,
  * scent is aged by one, and new scent of the current age is laid down.
  * Speedy characters leave more scent, true, but it also ages faster,
  * which makes it harder to hunt them down.
diff --git a/src/h-config.h b/src/h-config.h
index 91b88f26c..6d624dccf 100644
--- a/src/h-config.h
+++ b/src/h-config.h
@@ -395,7 +395,7 @@
  * some weird tricks with "p_ptr->player_uid" and such involving "defines".
  * Note that this option used the AFS library routines Authenticate(),
  * bePlayer(), beGames() to enforce the proper priviledges.
- * You may need to current_world_ptr->game_turn "SAFE_SETUID" off to use this option.
+ * You may need to turn "SAFE_SETUID" off to use this option.
  */
 /* #define SECURE */
 
diff --git a/src/load.c b/src/load.c
index 53b8e8f09..87179d0a3 100644
--- a/src/load.c
+++ b/src/load.c
@@ -2298,7 +2298,7 @@ static void rd_extra(void)
 		rd_s32b(&p_ptr->feeling_turn);
 	}
 
-	/* Current current_world_ptr->game_turn */
+	/* Current turn */
 	rd_s32b(¤t_world_ptr->game_turn);
 
 	if (z_older_than(10, 3, 12))
diff --git a/src/monster-process.c b/src/monster-process.c
index e6963d9e1..d47615c66 100644
--- a/src/monster-process.c
+++ b/src/monster-process.c
@@ -2007,7 +2007,7 @@ void process_monster(MONSTER_IDX m_idx)
 				do_move = FALSE;
 			}
 
-			/* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
+			/* In anti-melee dungeon, stupid or confused monster takes useless turn */
 			if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
 			{
 				if (!MON_CONFUSED(m_ptr))
@@ -2031,7 +2031,7 @@ void process_monster(MONSTER_IDX m_idx)
 					/* Do not move */
 					do_move = FALSE;
 
-					/* Took a current_world_ptr->game_turn */
+					/* Took a turn */
 					do_turn = TRUE;
 				}
 			}
@@ -2063,7 +2063,7 @@ void process_monster(MONSTER_IDX m_idx)
 					{
 						if (monst_attack_monst(p_ptr, m_idx, g_ptr->m_idx)) return;
 
-						/* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
+						/* In anti-melee dungeon, stupid or confused monster takes useless turn */
 						else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
 						{
 							if (MON_CONFUSED(m_ptr)) return;
diff --git a/src/object1.c b/src/object1.c
index c150299b0..867cb4455 100644
--- a/src/object1.c
+++ b/src/object1.c
@@ -442,7 +442,7 @@ static concptr item_activation_aux(object_type *o_ptr)
 	constant = act_ptr->timeout.constant;
 	dice = act_ptr->timeout.dice;
 	if (constant == 0 && dice == 0) {
-		/* We can activate it every current_world_ptr->game_turn */
+		/* We can activate it every turn */
 		strcpy(timeout, _("いつでも", "every current_world_ptr->game_turn"));
 	} else if (constant < 0) {
 		/* Activations that have special timeout */
diff --git a/src/player-damage.h b/src/player-damage.h
index e59ab6204..5fba7073b 100644
--- a/src/player-damage.h
+++ b/src/player-damage.h
@@ -1,6 +1,6 @@
 #pragma once
 
-/* Multishadow effects is determined by current_world_ptr->game_turn */
+/* Multishadow effects is determined by turn */
 #define CHECK_MULTISHADOW(CRE_PTR) ((CRE_PTR)->multishadow && (current_world_ptr->game_turn & 1))
 
 #define DAMAGE_FORCE    1
diff --git a/src/player-move.c b/src/player-move.c
index eb6991c9c..93bf1a35b 100644
--- a/src/player-move.c
+++ b/src/player-move.c
@@ -108,7 +108,7 @@
  * entirely open.
  *
  * Corners: If you are not in the open (i.e. you are in a corridor)
- * and there is only one way to go in the new squares, then current_world_ptr->game_turn in
+ * and there is only one way to go in the new squares, then turn in
  * that direction. If there are more than two new ways to go, STOP.
  * If there are two ways to go, and those ways are separated by a
  * square which does not seem to be open, then STOP.
@@ -873,7 +873,7 @@ bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat)
  * @note
  * This routine should (probably) always induce energy expenditure.\n
  * @details
- * Note that moving will *always* take a current_world_ptr->game_turn, and will *always* hit\n
+ * Note that moving will *always* take a turn, and will *always* hit\n
  * any monster which might be in the destination grid.  Previously,\n
  * moving into walls was "free" and did NOT hit invisible monsters.\n
  */
@@ -1209,7 +1209,7 @@ void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool
 				/*
 				 * Well, it makes sense that you lose time bumping into
 				 * a wall _if_ you are confused, stunned or blind; but
-				 * typing mistakes should not cost you a current_world_ptr->game_turn...
+				 * typing mistakes should not cost you a turn...
 				 */
 				if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
 					free_turn(creature_ptr);
@@ -1397,7 +1397,7 @@ static bool find_breakleft;
  * Diagonal Corridor -- allow diaginal entry into corridors.\n
  *\n
  * Blunt Corridor -- If there is a wall two spaces ahead and\n
- * we seem to be in a corridor, then force a current_world_ptr->game_turn into the side\n
+ * we seem to be in a corridor, then force a turn into the side\n
  * corridor, must be moving straight into a corridor here. ???\n
  *\n
  * Diagonal Corridor    Blunt Corridor (?)\n
diff --git a/src/player-status.c b/src/player-status.c
index 1896c05df..9bd3b7336 100644
--- a/src/player-status.c
+++ b/src/player-status.c
@@ -1441,11 +1441,11 @@ void calc_bonuses(player_type *creature_ptr)
 	/* Start with "normal" speed */
 	new_speed = 110;
 
-	/* Start with a single blow per current_world_ptr->game_turn */
+	/* Start with a single blow per turn */
 	creature_ptr->num_blow[0] = 1;
 	creature_ptr->num_blow[1] = 1;
 
-	/* Start with a single shot per current_world_ptr->game_turn */
+	/* Start with a single shot per turn */
 	creature_ptr->num_fire = 100;
 
 	/* Reset the "xtra" tval */
diff --git a/src/player-status.h b/src/player-status.h
index 6854385a4..542c64dd4 100644
--- a/src/player-status.h
+++ b/src/player-status.h
@@ -717,7 +717,7 @@ struct player_type
 
 	byte pspeed;		/* Current speed */
 
-	ENERGY energy_use;	/* Energy use this current_world_ptr->game_turn */
+	ENERGY energy_use;	/* Energy use this turn */
 
 	POSITION y;	/* Player location in dungeon */
 	POSITION x;	/* Player location in dungeon */
diff --git a/src/realm-song.c b/src/realm-song.c
index 7df772068..7ffda8590 100644
--- a/src/realm-song.c
+++ b/src/realm-song.c
@@ -269,7 +269,7 @@ concptr do_music_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mode)
 		if (cast)
 		{
 			msg_print(_("静かな音楽が感覚を研ぎ澄まさせた...", "Your quiet music sharpens your sense of hearing..."));
-			/* Hack -- Initialize the current_world_ptr->game_turn count */
+			/* Hack -- Initialize the turn count */
 			SINGING_COUNT(caster_ptr) = 0;
 			start_singing(spell, MUSIC_DETECT);
 		}
diff --git a/src/rooms.c b/src/rooms.c
index c377c904d..19d7de463 100644
--- a/src/rooms.c
+++ b/src/rooms.c
@@ -1306,7 +1306,7 @@ bool generate_lake(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsi
 				is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize))
 				place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
 
-			/* current_world_ptr->game_turn off icky flag (no longer needed.) */
+			/* turn off icky flag (no longer needed.) */
 			floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
 
 			/* Light lava */
diff --git a/src/save.c b/src/save.c
index 9b2023476..5f53aba83 100644
--- a/src/save.c
+++ b/src/save.c
@@ -840,7 +840,7 @@ static void wr_extra(void)
 	/* Turn of last "feeling" */
 	wr_s32b(p_ptr->feeling_turn);
 
-	/* Current current_world_ptr->game_turn */
+	/* Current turn */
 	wr_s32b(current_world_ptr->game_turn);
 
 	wr_s32b(current_world_ptr->dungeon_turn);
@@ -1847,7 +1847,7 @@ bool load_player(void)
 	}
 	if (!err)
 	{
-		/* Invalid current_world_ptr->game_turn */
+		/* Invalid turn */
 		if (!current_world_ptr->game_turn) err = -1;
 
 		/* Message (below) */
diff --git a/src/scores.c b/src/scores.c
index a6bae3479..2933def03 100644
--- a/src/scores.c
+++ b/src/scores.c
@@ -501,7 +501,7 @@ errr top_twenty(void)
 	sprintf(the_score.gold, "%9lu", (long)p_ptr->au);
 	the_score.gold[9] = '\0';
 
-	/* Save the current current_world_ptr->game_turn */
+	/* Save the current turn */
 	sprintf(the_score.turns, "%9lu", (long)turn_real(current_world_ptr->game_turn));
 	the_score.turns[9] = '\0';
 
@@ -619,7 +619,7 @@ errr predict_score(player_type *creature_ptr)
 	/* Save the current gold */
 	sprintf(the_score.gold, "%9lu", (long)creature_ptr->au);
 
-	/* Save the current current_world_ptr->game_turn */
+	/* Save the current turn */
 	sprintf(the_score.turns, "%9lu", (long)turn_real(current_world_ptr->game_turn));
 
 	/* Hack -- no time needed */
diff --git a/src/spells-floor.c b/src/spells-floor.c
index f04b19081..30aaa1018 100644
--- a/src/spells-floor.c
+++ b/src/spells-floor.c
@@ -727,7 +727,7 @@ bool destroy_area(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION r, b
  * @details
  * 
  *
- * This will current_world_ptr->game_turn some walls into floors and some floors into walls.
+ * This will turn some walls into floors and some floors into walls.
  *
  * The player will take damage and "jump" into a safe grid if possible,
  * otherwise, he will "tunnel" through the rubble instantaneously.
@@ -739,7 +739,7 @@ bool destroy_area(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION r, b
  * Note that thus the player and monsters (except eaters of walls and
  * passers through walls) will never occupy the same grid as a wall.
  * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
- * for a single current_world_ptr->game_turn, unless that monster can pass_walls or kill_walls.
+ * for a single turn, unless that monster can pass_walls or kill_walls.
  * This has allowed massive simplification of the "monster" code.
  * 
*/ diff --git a/src/spells1.c b/src/spells1.c index 4a1aec382..74920ec4e 100644 --- a/src/spells1.c +++ b/src/spells1.c @@ -1716,7 +1716,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P dam /= 3; /* - * Powerful demons & undead can current_world_ptr->game_turn a mindcrafter's + * Powerful demons & undead can turn a mindcrafter's * attacks back on them */ if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) && @@ -1807,7 +1807,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P dam /= 3; /* - * Powerful demons & undead can current_world_ptr->game_turn a mindcrafter's + * Powerful demons & undead can turn a mindcrafter's * attacks back on them */ if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) && @@ -1915,7 +1915,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P do_conf = 0; /* - * Powerful demons & undead can current_world_ptr->game_turn a mindcrafter's + * Powerful demons & undead can turn a mindcrafter's * attacks back on them */ if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) && diff --git a/src/store.h b/src/store.h index a6bc43a33..4a4b62914 100644 --- a/src/store.h +++ b/src/store.h @@ -35,9 +35,9 @@ struct store_type s16b good_buy; /* Number of "good" buys */ s16b bad_buy; /* Number of "bad" buys */ - s32b store_open; /* Closed until this current_world_ptr->game_turn */ + s32b store_open; /* Closed until this turn */ - s32b last_visit; /* Last visited on this current_world_ptr->game_turn */ + s32b last_visit; /* Last visited on this turn */ s16b table_num; /* Table -- Number of entries */ s16b table_size; /* Table -- Total Size of Array */ diff --git a/src/trap.c b/src/trap.c index 501dd8fd1..63358cd45 100644 --- a/src/trap.c +++ b/src/trap.c @@ -375,7 +375,7 @@ static void hit_trap_slow(void) * @param trap_message メッセージの補完文字列 * @param resist 状態異常に抵抗する判定が出たならTRUE * @param set_status 状態異常を指定する関数ポインタ -* @param current_world_ptr->game_turn 状態異常の追加ターン量 +* @param turn_aux 状態異常の追加ターン量 * @return なし */ static void hit_trap_set_abnormal_status(concptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux) diff --git a/src/wizard2.c b/src/wizard2.c index bd6c1f6d0..679e15ae8 100644 --- a/src/wizard2.c +++ b/src/wizard2.c @@ -436,7 +436,7 @@ static void do_cmd_wiz_change(player_type *creature_ptr) * thus accepting the default-values for the remaining values. * pval comes first now, since it is most important. * - wiz_reroll_item() - * apply some magic to the item or current_world_ptr->game_turn it into an artifact. + * apply some magic to the item or turn it into an artifact. * - wiz_roll_item() * Get some statistics about the rarity of an item: * We create a lot of fake items and see if they are of the @@ -765,7 +765,7 @@ static void wiz_tweak_item(object_type *o_ptr) /*! * @brief アイテムの質を選択して再生成する / - * Apply magic to an item or current_world_ptr->game_turn it into an artifact. -Bernd- + * Apply magic to an item or turn it into an artifact. -Bernd- * @param o_ptr 再生成の対象となるアイテム情報の参照ポインタ * @return なし */ diff --git a/src/world.h b/src/world.h index ede12ad40..dc09a27bd 100644 --- a/src/world.h +++ b/src/world.h @@ -7,7 +7,7 @@ typedef struct { POSITION max_wild_y; /*!< Maximum size of the wilderness */ GAME_TURN game_turn; /*!< 画面表示上のゲーム時間基準となるターン / Current game turn */ GAME_TURN game_turn_limit; /*!< game_turnの最大値 / Limit of game_turn */ - GAME_TURN dungeon_turn; /*!< NASTY生成の計算に関わる内部ターン値 / Game current_world_ptr->game_turn in dungeon */ + GAME_TURN dungeon_turn; /*!< NASTY生成の計算に関わる内部ターン値 / Game turn in dungeon */ GAME_TURN dungeon_turn_limit; /*!< dungeon_turnの最大値 / Limit of game_turn in dungeon */ GAME_TURN arena_start_turn; /*!< 闘技場賭博の開始ターン値 */ u32b start_time; -- 2.11.0